Angband Monsters

The Death quasit (L.Dark 'u' : 'u')

=== Num:448 Lev:40 Rar:3 Spd:130 Hp:440 AC:80 Exp:1000
It is a demon of small stature, but its armoured frame moves with
lightning speed and its powers make it a tornado of death and destruction.
This evil demon moves normally.
It is always created sluggish. It is invisible.
It is magical, casting spells intelligently which cause critical wounds, confuse, cause amnesia, blind, terrify, or summon a demon; 1 time in 10.
It can pass through walls.
It resists poison and fire.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can bite to reduce dexterity with damage 3d6, claw to attack with damage 3d3, and claw to attack with damage 3d3.

The Storm giant (L.Blue 'P' : 'P')

=== Num:333 Lev:40 Rar:1 Spd:120 Hp:800 AC:60 Exp:1000
It is a twenty-five foot tall giant wreathed in lightning.
This evil giant moves normally.
It is always created sluggish.
It is magical, casting spells which confuse, teleport to, blink-self, produce lightning balls, produce lightning bolts, or terrify; 1 time in 8.
It can pick up objects, bash down doors, and open doors.
It resists cold and lightning.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to electrocute with damage 10d8, and hit to electrocute with damage 10d8.

The Vrock (Slate 'U' : 'U')

=== Num:447 Lev:40 Rar:2 Spd:110 Hp:400 AC:50 Exp:2000
It is a demon with a long neck and raking claws.
This evil demon moves normally.
It is always created sluggish. It usually appears in groups.
It is magical, casting spells which confuse or blind; 1 time in 8.
It can bash down doors and open doors.
It resists fire.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 3d4, crush to attack with damage 8d12, and crush to attack with damage 8d12.

The Disenchanter worm mass (Violet 'w' : 'w')

=== Num:430 Lev:40 Rar:3 Spd:100 Hp:10d8 AC:5 Exp:30
It is a strange mass of squirming worms. Magical energy crackles
around its disgusting form.
This natural creature moves somewhat erratically.
It breeds explosively. It is rarely detected by telepathy.
It can bash down doors.
It is hurt by bright light.
It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.
It can crawl on you to disenchant with damage 1d4.

The Spirit troll (L.Green 'G' : 'G')

=== Num:432 Lev:40 Rar:3 Spd:110 Hp:1000 AC:90 Exp:900
A weird ghostly troll-like being from the ethereal plane.
This evil undead troll moves normally.
It regenerates quickly. It is invisible.
It can pass through walls.
It resists poison, cold, and lightning.
It cannot be slept or confused.
It is observant of intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6.

The 9-headed hydra (Red 'M' : 'M')

=== Num:434 Lev:40 Rar:2 Spd:120 Hp:100d12 AC:95 Exp:3000
A strange reptilian hybrid with nine smouldering heads.
This natural creature moves normally.
It is always created sluggish.
It may breathe fire, and is also magical, casting spells which produce fire bolts or terrify; 1 time in 4.
It can push past weaker monsters, bash down doors, and open doors.
It resists fire.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry up to 12 objects or treasures.
It can bite to burn with damage 3d10, bite to burn with damage 3d10, bite to burn with damage 3d10, and bite to burn with damage 3d10.

The Enchantress (L.Red 'p' : 'p')

=== Num:435 Lev:40 Rar:4 Spd:130 Hp:520 AC:60 Exp:2100
This elusive female spellcaster has a special affinity for dragons, whom
she rarely fights without.
This evil creature moves normally.
She is always created sluggish.
She is magical, casting spells which blind or summon a dragon; 1 time in 2.
She can bash down doors and open doors.
She cannot be slept or confused.
She is fairly observant of intruders, which she may notice from 200 feet.
She will carry up to 4 good objects.
She can hit to attack with damage 2d6, hit to attack with damage 2d6, and hit to attack with damage 2d8.

The Ancient green dragon (Green 'D' : 'D')

=== Num:425 Lev:40 Rar:1 Spd:120 Hp:720 AC:90 Exp:2000
A huge draconic form enveloped in clouds of poisonous vapour.
This evil dragon moves normally.
It is always created sluggish.
It may breathe poison powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 6.
It can push past weaker monsters and bash down doors.
It resists poison.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can claw to attack with damage 4d8, claw to attack with damage 4d8, and bite to poison with damage 7d8.

The Ancient white dragon (White 'D' : 'D')

=== Num:424 Lev:40 Rar:1 Spd:120 Hp:720 AC:90 Exp:2000
A huge draconic form. Frost covers it from head to tail.
This evil dragon moves normally.
It is always created sluggish.
It may breathe frost powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 6.
It can push past weaker monsters and bash down doors.
It resists cold.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can claw to attack with damage 4d8, claw to attack with damage 4d8, and bite to freeze with damage 7d8.

The Xaren (Slate 'X' : 'X')

=== Num:438 Lev:40 Rar:1 Spd:120 Hp:320 AC:80 Exp:1200
It is a tougher relative of the Xorn. Its hide glitters with metal ores.
This creature moves normally.
It is not detected by telepathy. It is cold blooded.
It can destroy objects and pass through walls.
It is hurt by rock remover.
It resists poison, cold, fire, and lightning.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 4 objects or treasures.
It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Beholder (L.Umber 'e' : 'e')

=== Num:413 Lev:40 Rar:3 Spd:120 Hp:1600 AC:80 Exp:6000
A vile creature with one huge central eye, twelve smaller eyes on stalks, and
a huge mouth filled with sharp teeth.
This evil creature moves normally.
It is always created sluggish.
It is magical, casting spells which produce fire bolts, cause mind blasting, drain mana, confuse, cause amnesia, blind, create darkness, produce acid bolts, produce lightning bolts, slow, terrify, or produce frost bolts; 1 time in 2.
It can bash down doors.
It resists poison.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 300 feet.
It can gaze to lower experience (by 20d6+) with damage 2d6, gaze to drain charges with damage 2d6, gaze to reduce intelligence with damage 2d6, and bite to attack with damage 6d6.

The Ancient bronze dragon (L.Umber 'D' : 'D')

=== Num:412 Lev:40 Rar:1 Spd:120 Hp:720 AC:90 Exp:2000
A huge draconic form enveloped in a cascade of colour.
This evil dragon moves normally.
It is always created sluggish.
It may breathe confusion powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 6.
It can push past weaker monsters and bash down doors.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can claw to attack with damage 4d8, claw to attack with damage 4d8, and bite to attack with damage 7d8.

The Sorcerer (L.Red 'p' : 'p')

=== Num:437 Lev:40 Rar:2 Spd:130 Hp:520 AC:60 Exp:2150
A human figure in robes, he moves with magically improved speed, and his
hands are ablur with spell casting.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells which summon a monster, cause critical wounds, confuse, blind, summon an undead, teleport to, produce acid bolts, blink-self, produce frost balls, summon a dragon, create traps, or produce fire balls; 1 time in 2.
He can bash down doors and open doors.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry up to 10 objects or treasures.
He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Ancient blue dragon (Blue 'D' : 'D')

=== Num:411 Lev:40 Rar:1 Spd:120 Hp:720 AC:90 Exp:2000
A huge draconic form. Lightning crackles along its length.
This evil dragon moves normally.
It is always created sluggish.
It may breathe lightning powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 6.
It can push past weaker monsters and bash down doors.
It resists lightning.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can claw to attack with damage 4d8, claw to attack with damage 4d8, and bite to electrocute with damage 7d8.

The Patriarch (L.Green 'p' : 'p')

=== Num:470 Lev:40 Rar:2 Spd:120 Hp:520 AC:60 Exp:1800
An evil priest, dressed all in black. Deadly spells hit you at an
alarming rate as his black spiked mace rains down blow after blow on your
pitiful frame.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which summon a monster, cause critical wounds, cause mortal wounds, blind, summon an undead, heal-self, or paralyze; 1 time in 2.
He can bash down doors and open doors.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry up to 6 objects or treasures.
He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5.

The Troll chieftain (Violet 'T' : 'T')

=== Num:612 Lev:40 Rar:5 Spd:120 Hp:900 AC:50 Exp:3000
This troll's great strength and size have won it the place of chieftain
of its tribe. It fears nothing.
This evil troll moves normally.
It regenerates quickly. It usually appears with an escort.
It can pick up objects, push past weaker monsters, bash down doors, and open doors.
It resists poison.
It cannot be frightened.
It takes a while to see intruders, which it may notice from 300 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 2d12, hit to attack with damage 2d12, bite to attack with damage 3d6, and bite to attack with damage 3d6.

The Giant roc (Umber 'B' : 'B')

=== Num:439 Lev:40 Rar:3 Spd:110 Hp:80d13 AC:70 Exp:1000
A vast legendary bird, its iron talons rake the most impenetrable of
surfaces and its screech echoes through the many winding dungeon corridors.
This natural creature moves normally.
It can bash down doors.
It resists lightning.
It is fairly observant of intruders, which it may notice from 200 feet.
It can crush to attack with damage 8d12, crush to attack with damage 8d12, and hit to electrocute with damage 12d12.

[U] Uvatha the Horseman (L.Dark 'W' : 'W')

=== Num:440 Lev:40 Rar:3 Spd:120 Hp:1800 AC:60 Exp:10000
A tall black cloaked Ringwraith, he is a master of horsemanship. He longs
to taste your blood.
This evil undead creature moves normally.
He is cold blooded.
He can push past weaker monsters, bash down doors, and open doors.
He is hurt by bright light.
He resists poison and cold.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 900 feet.
He will carry up to 4 good objects.
He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to lower experience (by 80d6+) with damage 4d6, and hit to lower experience (by 80d6+) with damage 4d6.

The Minotaur (Slate 'H' : 'H')

=== Num:441 Lev:40 Rar:2 Spd:130 Hp:100d10 AC:25 Exp:2100
It is a cross between a human and a bull.
This evil creature moves normally.
It can bash down doors.
It is fairly observant of intruders, which it may notice from 130 feet.
It can butt to attack with damage 4d6, butt to attack with damage 4d6, butt to attack with damage 2d6, and butt to attack with damage 2d6.

[U] Medusa, the Gorgon (Violet 'n' : 'n')

=== Num:442 Lev:40 Rar:3 Spd:120 Hp:2400 AC:100 Exp:9000
One of the original three ugly sisters. Her face could sink a thousand
ships. Her scales rattle as she slithers towards you, venom dripping from
her ghastly mouth.
This evil creature moves normally.
She is always created sluggish.
She is magical, casting spells intelligently which produce fire bolts, cause critical wounds, produce plasma bolts, summon hydras, produce acid balls, paralyze, terrify, or summon similar monsters; 1 time in 2.
She can bash down doors and open doors.
She resists poison, acid, and fire.
She cannot be slept or confused.
She is observant of intruders, which she may notice from 300 feet.
She will carry up to 6 good objects.
She can gaze to lower experience (by 80d6+), gaze to paralyze, hit to attack with damage 8d6, and hit to attack with damage 8d6.

The Ancient black dragon (Slate 'D' : 'D')

=== Num:429 Lev:41 Rar:1 Spd:120 Hp:1000 AC:90 Exp:2500
A huge draconic form. Pools of acid melt the floor around it.
This evil dragon moves normally.
It is always created sluggish.
It may breathe acid powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 6.
It can push past weaker monsters and bash down doors.
It resists acid.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can claw to attack with damage 4d9, claw to attack with damage 4d9, and bite to shoot acid with damage 7d9.

[U] Gorlim, Betrayer of Barahir (Slate 'p' : 'p')

=== Num:454 Lev:41 Rar:3 Spd:120 Hp:1600 AC:120 Exp:7000
This sad creature - once a mighty warrior - betrayed his former friends to
Morgoth's army in return for, he thought, safety for himself and his wife.
And so he fell under Morgoth's power and became little more than a mindless
servant of evil, even though the other side of his "bargain" was not kept.
This creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which cause critical wounds, produce mana bolts, or produce water bolts; 1 time in 2.
He can bash down doors and open doors.
He resists poison, cold, acid, and lightning.
He cannot be slept or confused.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry up to 4 good objects.
He can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8.

The Hezrou (Green 'U' : 'U')

=== Num:452 Lev:41 Rar:3 Spd:110 Hp:520 AC:40 Exp:2500
It is a demon of lizard form with cruel-looking jaws.
This evil demon moves normally.
It is always created sluggish. It usually appears in groups.
It is magical, casting spells which produce fire bolts or summon a demon; 1 time in 9.
It can bash down doors and open doors.
It resists fire.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Master lich (Red 'L' : 'L')

=== Num:451 Lev:41 Rar:2 Spd:120 Hp:1800 AC:80 Exp:10000
A skeletal form wrapped in robes. Powerful magic crackles along its bony
fingers.
This evil undead creature moves normally.
It is cold blooded. It is always created sluggish.
It is magical, casting spells intelligently which cause critical wounds, cause mortal wounds, drain mana, confuse, blind, summon an undead, cause brain smashing, teleport to, blink-self, paralyze, or terrify; 1 time in 3.
It can bash down doors and open doors.
It resists poison and cold.
It cannot be slept or confused.
It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 12 objects or treasures.
It can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 2d12, and touch to reduce dexterity with damage 2d12.

The Dark elven sorcerer (L.Red 'h' : 'h')

=== Num:450 Lev:41 Rar:2 Spd:130 Hp:800 AC:70 Exp:3000
A dark elven figure, dressed in deepest black. Power seems to crackle
from his slender frame.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which summon a monster, cause critical wounds, confuse, blind, summon an undead, teleport to, create darkness, produce acid bolts, blink-self, produce frost balls, heal-self, produce fire balls, or summon a demon; 1 time in 2.
He can bash down doors and open doors.
He is hurt by bright light.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry up to 10 objects or treasures.
He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Ranger Chieftain (L.Slate 'p' : 'p')

=== Num:582 Lev:41 Rar:2 Spd:120 Hp:1000 AC:60 Exp:1600
A chieftain among the Rangers. His understanding of nature gives him
powerful elemental spells to use against you, in addition to his skills
as an archer and a warrior. Furthermore, he is a master of camouflage, so
you will need magically enhanced seeing to spot him.
This creature moves normally.
He is invisible.
He is magical, casting spells which produce fire bolts, blink-self, produce frost balls, produce lightning bolts, haste-self, or produce magic missiles; 1 time in 4.
He can pick up objects, bash down doors, and open doors.
He resists poison, cold, fire, and lightning.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry up to 4 objects or treasures.
He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Ancient red dragon (Red 'D' : 'D')

=== Num:444 Lev:41 Rar:1 Spd:120 Hp:1000 AC:90 Exp:2500
A huge draconic form. Wisps of smoke steam from its nostrils and the
extreme heat surrounding it makes you gasp for breath.
This evil dragon moves normally.
It is always created sluggish.
It may breathe fire powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 6.
It can push past weaker monsters and bash down doors.
It resists fire.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can claw to attack with damage 4d9, claw to attack with damage 4d9, and bite to burn with damage 7d9.

The Ancient gold dragon (Yellow 'D' : 'D')

=== Num:445 Lev:41 Rar:1 Spd:120 Hp:1000 AC:90 Exp:2500
A huge draconic form wreathed in a nimbus of light. Its roar stuns and deafens you.
This evil dragon moves normally.
It is always created sluggish.
It may breathe sound powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 6.
It can push past weaker monsters and bash down doors.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.
It can claw to attack with damage 4d9, claw to attack with damage 4d9, and bite to attack with damage 7d9.

The Dread (Orange 'G' : 'G')

=== Num:460 Lev:42 Rar:1 Spd:120 Hp:25d20 AC:30 Exp:600
It is a form that screams its presence against the eye. Death incarnate,
its hideous black body seems to struggle against reality as the universe
itself struggles to banish it.
This evil undead creature moves a bit erratically.
It is cold blooded. It is always created sluggish. It is invisible. It usually appears in groups.
It is magical, casting spells which drain mana, confuse, blind, produce nether bolts, or paralyze; 1 time in 15.
It can pick up objects and pass through walls.
It resists poison and cold.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry a object or treasure.
It can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to reduce strength with damage 3d4.

[U] Rogrog the Black Troll (L.Dark 'T' : 'T')

=== Num:383 Lev:42 Rar:3 Spd:120 Hp:2000 AC:70 Exp:5000
A massive and cruel troll of great power, drool slides caustically down
his muscular frame. Despite his bulk, he strikes with stunning speed.
This evil troll moves normally.
He regenerates quickly. He usually appears with an escort.
He can pick up objects, push past weaker monsters, bash down doors, and open doors.
He resists poison and cold.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry up to 6 good objects.
He can hit to attack with damage 6d7, hit to attack with damage 6d7, bite to attack with damage 4d10, and spit to shoot acid with damage 4d8.

The Vampire lord (Blue 'V' : 'V')

=== Num:428 Lev:42 Rar:1 Spd:120 Hp:1600 AC:70 Exp:1800
A foul wind chills your bones as this ghastly figure approaches.
This evil undead creature moves normally.
It is cold blooded. It regenerates quickly. It is always created sluggish.
It is magical, casting spells which cause critical wounds, cause mortal wounds, drain mana, blind, cause brain smashing, create darkness, produce nether bolts, paralyze, or terrify; 1 time in 7.
It can bash down doors and open doors.
It is hurt by bright light.
It resists poison and cold.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 9 objects or treasures.
It can hit to attack with damage 3d6, hit to attack with damage 3d6, bite to lower experience (by 80d6+) with damage 4d6, and bite to lower experience (by 80d6+) with damage 4d6.

[U] Ariel, Queen of Air (L.Blue 'E' : 'E')

=== Num:468 Lev:43 Rar:3 Spd:130 Hp:2700 AC:50 Exp:4750
A towering air elemental, Ariel, the sorceress, avoids your blows
with her extreme speed.
This creature moves a bit erratically.
She is not detected by telepathy. She is cold blooded. She is always created sluggish.
She is magical, casting spells which produce lightning balls, produce frost balls, or produce lightning bolts; 1 time in 5.
She can destroy objects, destroy weaker monsters, and bash down doors.
She resists poison, cold, acid, and lightning.
She cannot be frightened, slept, or confused.
She tends to overlook intruders, which she may notice from 120 feet.
She can hit to attack with damage 4d6, hit to attack with damage 4d6, hit to confuse with damage 4d4, and hit to confuse with damage 4d4.

[U] Adunaphel the Quiet (L.Dark 'W' : 'W')

=== Num:449 Lev:43 Rar:3 Spd:120 Hp:2100 AC:60 Exp:13000
A sorceress in life, Adunaphel quickly fell under Sauron's sway and the
power of the rings.
This evil undead creature moves normally.
She is cold blooded. She is always created sluggish. She is invisible.
She is magical, casting spells which summon a monster, produce fire bolts, cause critical wounds, cause amnesia, blind, produce acid bolts, produce nether bolts, paralyze, terrify, or produce frost bolts; 1 time in 3.
She can push past weaker monsters and pass through walls.
She is hurt by bright light.
She resists poison and cold.
She cannot be slept or confused.
She is fairly observant of intruders, which she may notice from 900 feet.
She will carry up to 8 good objects.
She can hit to attack with damage 6d6, hit to attack with damage 6d6, touch to lower experience (by 80d6+) with damage 5d6, and touch to lower experience (by 80d6+) with damage 5d6.

The Glabrezu (L.Umber 'U' : 'U')

=== Num:456 Lev:43 Rar:2 Spd:110 Hp:700 AC:40 Exp:3000
It is demon with arms and pincers, its form a true mockery of life.
This evil demon moves normally.
It is always created sluggish.
It is magical, casting spells which produce fire bolts or summon a demon; 1 time in 9.
It can bash down doors and open doors.
It resists fire.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Multi-hued hound (Violet 'Z' : 'Z')

=== Num:616 Lev:43 Rar:5 Spd:110 Hp:40d10 AC:40 Exp:600
Shimmering in rainbow hues, this hound is beautiful and deadly.
This natural creature moves normally.
It is always created sluggish. It usually appears in groups.
It may breathe fire, frost, acid, lightning, or poison; 1 time in 5.
It can bash down doors.
It resists poison, cold, acid, fire, and lightning.
It cannot be slept or confused.
It is ever vigilant for intruders, which it may notice from 250 feet.
It can claw to attack with damage 2d8, claw to attack with damage 2d8, bite to attack with damage 4d4, and bite to attack with damage 4d4.

[U] Waldern, King of Water (Blue 'E' : 'E')

=== Num:422 Lev:43 Rar:3 Spd:120 Hp:2500 AC:80 Exp:4250
A towering water elemental, Waldern is master of all things liquid.
Wave after wave drowns your frail body.
This creature moves a bit erratically.
It is not detected by telepathy. It is cold blooded. It is always created sluggish.
It is magical, casting spells which produce frost balls, produce water balls, produce ice bolts, or produce water bolts; 1 time in 4.
It can destroy objects, destroy weaker monsters, and bash down doors.
It resists poison, cold, acid, and fire.
It cannot be frightened, slept, or confused.
It tends to overlook intruders, which it may notice from 120 feet.
It can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

[U] Quaker, Master of Earth (Umber 'E' : 'E')

=== Num:466 Lev:43 Rar:3 Spd:110 Hp:2800 AC:97 Exp:4500
A towering stone elemental stands before you. The walls and ceiling are
reduced to rubble as Quaker advances.
This creature moves normally.
He is not detected by telepathy. He is cold blooded. He is always created sluggish.
He is magical, casting spells which produce acid bolts or produce acid balls; 1 time in 6.
He can destroy objects, destroy weaker monsters, and pass through walls.
He is hurt by rock remover.
He resists poison, cold, fire, and lightning.
He cannot be frightened, slept, or confused.
He pays little attention to intruders, which he may notice from 100 feet.
He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to shatter with damage 10d10.

The Ancient multi-hued dragon (Violet 'D' : 'D')

=== Num:462 Lev:43 Rar:1 Spd:120 Hp:2100 AC:100 Exp:13000
A huge draconic form. Many colours ripple down its massive frame. Few
live to see another.
This evil dragon moves normally.
It is always created sluggish.
It may breathe fire, frost, acid, lightning, or poison powerfully, and is also magical, casting spells intelligently which confuse, blind, or terrify; 1 time in 5.
It can push past weaker monsters and bash down doors.
It resists poison, cold, acid, fire, and lightning.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 250 feet.
It will carry up to 18 objects or treasures.
It can claw to attack with damage 4d10, claw to attack with damage 4d10, and bite to attack with damage 7d10.

[U] Vargo, Tyrant of Fire (Red 'E' : 'E')

=== Num:416 Lev:43 Rar:3 Spd:120 Hp:2400 AC:50 Exp:4000
A towering fire elemental, Vargo burns everything beyond recognition.
This creature moves a bit erratically.
It is not detected by telepathy. It is always created sluggish.
It is magical, casting spells which produce plasma bolts or produce fire balls; 1 time in 4.
It can destroy objects, destroy weaker monsters, and bash down doors.
It resists poison, acid, fire, and lightning.
It cannot be frightened, slept, or confused.
It tends to overlook intruders, which it may notice from 120 feet.
It can hit to burn with damage 4d6, hit to burn with damage 4d6, hit to burn with damage 4d6, and hit to burn with damage 4d6.

The Mumak (Slate 'q' : 'q')

=== Num:461 Lev:43 Rar:2 Spd:110 Hp:90d10 AC:55 Exp:2100
A massive elephantine form with eyes twisted by madness.
This natural creature moves normally.
It usually appears in groups.
It can bash down doors.
It pays very little attention to intruders, which it may notice from 200 feet.
It can butt to attack with damage 4d6, butt to attack with damage 4d6, and crush to attack with damage 4d4.

The Knight Templar (White 'p' : 'p')

=== Num:436 Lev:44 Rar:2 Spd:120 Hp:1200 AC:60 Exp:2000
It seems that the more devout the person, the more likely they are to cross
the boundary between piety and sanctimoniousness. And such is the case with
the Order of the Knights Templar; they are among the most pious and
powerful of the religious knightly orders, but noted for their intolerance.
Thus it is Morgoth's will that is unwittingly done, as the forces of good
are set against each other.
This creature moves normally.
He is magical, casting spells intelligently which cause critical wounds, cause mortal wounds, blind, summon an angel, heal-self, haste-self, or terrify; 1 time in 4.
He can pick up objects, bash down doors, and open doors.
He cannot be frightened, slept, or confused.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry up to 6 objects or treasures.
He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5.

The Drolem (Green 'g' : 'g')

=== Num:472 Lev:44 Rar:3 Spd:120 Hp:2500 AC:130 Exp:12000
A constructed dragon, the drolem has massive strength. Powerful spells
weaved during its creation make it a fearsome adversary. Its eyes show
little intelligence, but it has been instructed to destroy all it meets.
This dragon moves normally.
It is not detected by telepathy. It is cold blooded. It is always created sluggish.
It may breathe poison, and is also magical, casting spells which confuse, blind, or slow; 1 time in 5.
It can bash down doors and open doors.
It resists poison, cold, fire, and lightning.
It cannot be frightened, slept, or confused.
It takes quite a while to see intruders, which it may notice from 250 feet.
It can claw to attack with damage 3d10, claw to attack with damage 3d10, bite to poison with damage 5d10, and bite to poison with damage 5d10.

The Dreadmaster (Yellow 'G' : 'G')

=== Num:471 Lev:44 Rar:2 Spd:120 Hp:1200 AC:100 Exp:8000
It is an unlife of power almost unequaled. An affront to existence, its
very touch abuses and disrupts the flow of life, and its unearthly limbs,
of purest black, crush rock and flesh with ease.
This evil undead creature moves a bit erratically.
It is cold blooded. It is always created sluggish. It is invisible.
It is magical, casting spells intelligently which cause mortal wounds, drain mana, confuse, blind, summon an undead, teleport level, produce nether bolts, or paralyze; 1 time in 9.
It can pick up objects and pass through walls.
It resists poison and cold.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 200 feet.
It will carry up to 10 objects or treasures.
It can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to reduce strength with damage 3d4, and hit to reduce strength with damage 3d4.

The 11-headed hydra (L.Red 'M' : 'M')

=== Num:469 Lev:44 Rar:2 Spd:120 Hp:100d18 AC:100 Exp:6000
A strange reptilian hybrid with eleven smouldering heads.
This natural creature moves normally.
It is always created sluggish.
It may breathe fire, and is also magical, casting spells which produce fire bolts, produce plasma bolts, terrify, or produce fire balls; 1 time in 4.
It can push past weaker monsters, bash down doors, and open doors.
It resists fire.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry up to 12 objects or treasures.
It can bite to burn with damage 3d12, bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12.

The Cyclops (Umber 'P' : 'P')

=== Num:584 Lev:45 Rar:2 Spd:120 Hp:1200 AC:120 Exp:1500
A gigantic ugly humanoid with but one eye and very thick skin.
This evil giant moves normally.
It is always created sluggish.
It can pick up objects, push past weaker monsters, bash down doors, and open doors.
It resists poison, cold, acid, and fire.
It takes a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 9d9, and hit to attack with damage 9d9.

The Rotting quylthulg (Umber 'Q' : 'Q')

=== Num:431 Lev:45 Rar:1 Spd:120 Hp:480 AC:1 Exp:3000
It is a pulsing flesh mound that reeks of death and putrefaction.
This natural creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is always created sluggish. It is invisible.
It is magical, casting spells which summon an undead, blink-self, or teleport-self; 1 time in 2.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 200 feet.
It has no physical attacks.

The Undead beholder (Umber 'e' : 'e')

=== Num:459 Lev:45 Rar:3 Spd:120 Hp:2700 AC:100 Exp:8000
A beholder which has cheated death. Black nether storms rage around the
bloodshot pupil of its central giant eye, and light seems to bend as it
sucks its power from the very air around it. Your soul chills as it drains
your vitality for its evil enchantments.
This evil undead creature moves normally.
It is cold blooded. It is always created sluggish.
It is magical, casting spells which cause mind blasting, cause mortal wounds, drain mana, confuse, cause amnesia, summon an undead, cause brain smashing, produce acid bolts, produce frost balls, slow, produce nether bolts, produce mana bolts, or produce fire balls; 1 time in 2.
It can bash down doors.
It resists poison, cold, acid, fire, and lightning.
It cannot be slept or confused.
It is fairly observant of intruders, which it may notice from 300 feet.
It can gaze to lower experience (by 40d6+) with damage 3d6, gaze to drain charges with damage 3d6, gaze to reduce intelligence with damage 3d6, and bite to lower experience (by 40d6+) with damage 7d6.

The Great crystal drake (Umber 'D' : 'D')

=== Num:446 Lev:45 Rar:2 Spd:120 Hp:2100 AC:100 Exp:10000
A huge crystalline dragon. Its claws could cut you to shreds and its
teeth are razor sharp. Strange colours ripple through it as it moves in
the light.
This evil dragon moves normally.
It is always created sluggish.
It may breathe shards powerfully, and is also magical, casting spells intelligently which confuse, slow, or terrify; 1 time in 5.
It can push past weaker monsters and bash down doors.
It resists cold.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 250 feet.
It will carry up to 12 objects or treasures.
It can claw to attack with damage 4d10, claw to attack with damage 4d10, and bite to attack with damage 7d10.

The Demonic quylthulg (Red 'Q' : 'Q')

=== Num:488 Lev:45 Rar:1 Spd:120 Hp:480 AC:1 Exp:3000
A pile of pulsing flesh that glows with an inner hellish fire. The world
itself seems to cry out against it.
This natural creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is always created sluggish. It is invisible.
It is magical, casting spells which blink-self, teleport-self, or summon a demon; 1 time in 2.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 200 feet.
It has no physical attacks.

The Greater basilisk (L.Dark 'R' : 'R')

=== Num:601 Lev:45 Rar:2 Spd:120 Hp:20d100 AC:100 Exp:10000
A large basilisk, whose shape resembles that of a great wyrm.
This natural evil creature moves normally.
It may breathe darkness, nexus, or poison powerfully; 1 time in 8.
It can bash down doors and open doors.
It resists poison.
It cannot be slept or confused.
It takes a while to see intruders, which it may notice from 250 feet.
It will carry one or two good objects.
It can gaze to paralyze with damage 3d12, gaze to paralyze with damage 3d12, bite to poison with damage 2d12, and bite to poison with damage 2d12.

The Death drake (L.Green 'D' : 'D')

=== Num:443 Lev:45 Rar:2 Spd:120 Hp:2100 AC:100 Exp:10000
It is a dragon-like form wrapped in darkness. You cannot make out its
true form but you sense its evil.
This evil dragon moves normally.
It is always created sluggish. It is invisible.
It may breathe nether powerfully, and is also magical, casting spells intelligently which confuse, create darkness, slow, or terrify; 1 time in 5.
It can pick up objects, push past weaker monsters, and pass through walls.
It resists cold.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 250 feet.
It will carry up to 12 objects or treasures.
It can claw to attack with damage 4d10, claw to attack with damage 4d10, and bite to lower experience (by 80d6+) with damage 7d10.

The Berserker (Umber 'p' : 'p')

=== Num:583 Lev:45 Rar:2 Spd:120 Hp:1500 AC:80 Exp:2500
Even the strongest of normal human warriors fears the Berserker - the one who
can drive himself into such a terrible battle-frenzy that he can survive blows
which should kill him, and still apparently feel no pain. He tramples weaker
creatures underfoot in his eagerness to get to his real enemy, and his
battle-cry strikes terror into his foes.
This creature moves normally.
He is magical, casting spells which haste-self or terrify; 1 time in 4.
He can destroy weaker monsters and bash down doors.
He cannot be frightened, slept, or confused.
He is fairly observant of intruders, which he may notice from 200 feet.
He will carry up to 6 objects or treasures.
He can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to attack with damage 6d6.

The Draconic quylthulg (Green 'Q' : 'Q')

=== Num:507 Lev:45 Rar:1 Spd:120 Hp:480 AC:1 Exp:3000
It looks like it was once a dragon corpse, now deeply infected with
magical bacteria that make it pulse in a foul and degrading way.
This natural creature moves normally, but does not deign to chase intruders.
It is not detected by telepathy. It is always created sluggish. It is invisible.
It is magical, casting spells which blink-self, summon a dragon, or teleport-self; 1 time in 2.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 200 feet.
It has no physical attacks.

[U] Akhorahil the Blind (L.Dark 'W' : 'W')

=== Num:453 Lev:45 Rar:3 Spd:120 Hp:2400 AC:70 Exp:15000
A mighty sorcerer King, Akhorahil was blind in life. With powerful
enchantments, he created jewelled eyes that enabled him to see better than
any ordinary man ever could.
This evil undead creature moves normally.
He is cold blooded. He is always created sluggish.
He is magical, casting spells which produce fire bolts, cause critical wounds, summon monsters, blind, create darkness, produce nether bolts, paralyze, terrify, or produce frost bolts; 1 time in 3.
He can push past weaker monsters, bash down doors, and open doors.
He is hurt by bright light.
He resists poison and cold.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 900 feet.
He will carry up to 8 good objects.
He can hit to attack with damage 7d6, hit to attack with damage 7d6, gaze to lower experience (by 80d6+) with damage 6d6, and wail to terrify with damage 6d6.

The Nalfeshnee (Red 'U' : 'U')

=== Num:458 Lev:45 Rar:2 Spd:110 Hp:900 AC:50 Exp:5000
It is a large demon with the head of a giant boar. Flames run up and down
its length.
This evil demon moves normally.
It is always created sluggish.
It may breathe fire powerfully, and is also magical, casting spells which confuse, blind, or summon a demon; 1 time in 9.
It can bash down doors and open doors.
It resists fire.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.
It can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4.

The Ethereal dragon (Orange 'D' : 'D')

=== Num:463 Lev:45 Rar:2 Spd:120 Hp:2100 AC:100 Exp:10000
A huge dragon emanating from the ethereal plane, this terrible dragon is
a master of light and dark. Its form disappears from sight as it cloaks
itself in unearthly shadows.
This evil dragon moves normally.
It is always created sluggish. It is invisible.
It may breathe darkness, confusion, or light powerfully, and is also magical, casting spells intelligently which confuse or blind; 1 time in 5.
It can push past weaker monsters and pass through walls.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 250 feet.
It will carry up to 12 objects or treasures.
It can claw to attack with damage 4d10, claw to attack with damage 4d10, and bite to attack with damage 7d10.

The Seraph (Red 'A' : 'A')

=== Num:415 Lev:45 Rar:6 Spd:120 Hp:1500 AC:68 Exp:5000
It is an angel, fast and strong. You are stunned by its extreme holiness
and try to resist all desires to obey it.
This creature moves normally.
It is always created sluggish.
It is magical, casting spells intelligently which confuse, summon monsters, teleport away, summon an angel, heal-self, produce plasma bolts, haste-self, or produce mana bolts; 1 time in 11.
It can pick up objects, push past weaker monsters, bash down doors, and open doors.
It resists poison, cold, acid, fire, and lightning.
It cannot be frightened, slept, or confused.
It prefers to ignore intruders, which it may notice from 300 feet.
It will carry up to 6 objects or treasures.
It can hit to attack with damage 4d6, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 4d6.

[U] Scatha the Worm (L.Slate 'D' : 'D')

=== Num:473 Lev:46 Rar:2 Spd:120 Hp:2200 AC:130 Exp:17000
An ancient and wise Dragon. Scatha has grown clever over the long years.
His scales are covered with frost, and his breath sends a shower of ice
into the air.
This evil dragon moves normally.
He is always created sluggish.
He may breathe frost powerfully, and is also magical, casting spells intelligently which cause critical wounds or confuse; 1 time in 4.
He can push past weaker monsters and bash down doors.
He resists cold.
He cannot be slept or confused.
He tends to overlook intruders, which he may notice from 300 feet.
He will carry up to 14 good objects.
He can claw to attack with damage 4d10, claw to attack with damage 4d10, claw to freeze with damage 4d14, and bite to freeze with damage 4d14.

The Marilith (Yellow 'U' : 'U')

=== Num:465 Lev:47 Rar:2 Spd:120 Hp:1400 AC:75 Exp:7000
She is a demon of female form with many arms, each bearing deadly weapons.
This evil demon moves normally.
She is always created sluggish.
She is magical, casting spells which blind, cause serious wounds, or summon a demon; 1 time in 9.
She can bash down doors and open doors.
She resists fire.
She cannot be slept or confused.
She pays little attention to intruders, which she may notice from 200 feet.
She will carry one or two objects or treasures.
She can hit to attack with damage 4d6, hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

[U] Itangast the Fire Drake (L.Red 'D' : 'D')

=== Num:480 Lev:47 Rar:2 Spd:120 Hp:2200 AC:120 Exp:20000
A mighty ancient dragon, Itangast's form scorches your flesh. Wisps of
smoke curl up from his nostrils as he regards you with disdain.
This evil dragon moves normally.
He is always created sluggish.
He may breathe fire powerfully, and is also magical, casting spells intelligently which cause critical wounds or confuse; 1 time in 4.
He can push past weaker monsters and bash down doors.
He resists fire.
He cannot be slept or confused.
He tends to overlook intruders, which he may notice from 300 feet.
He will carry up to 14 good objects.
He can claw to attack with damage 4d10, claw to attack with damage 4d10, bite to burn with damage 4d14, and bite to burn with damage 4d14.

The Death mold (L.Dark 'm' : 'm')

=== Num:479 Lev:47 Rar:1 Spd:140 Hp:100d20 AC:60 Exp:1000
It is the epitome of all that is evil, in a mold. Its lifeless form draws
power from sucking the souls of those that approach it, a nimbus of pure
evil surrounds it. Luckily for you, it can't move.
This evil creature moves normally, but does not deign to chase intruders.
It is always created sluggish.
It resists poison, cold, acid, fire, and lightning.
It cannot be frightened, slept, or confused.
It is ever vigilant for intruders, which it may notice from 2000 feet.
It can release spores to disenchant with damage 7d7, release spores to disenchant with damage 7d7, release spores to disenchant with damage 7d7, and release spores to lower experience (by 80d6+) with damage 5d5.

The Elder aranea (Red 'S' : 'S')

=== Num:603 Lev:48 Rar:5 Spd:120 Hp:1200 AC:65 Exp:2500
A vast, bloated arachnid, master of its brood: among the more terrible of
Ungoliant's descendants, this is a monster such as those who haunted the dread
valley of Nan Dungortheb long ago.
This natural evil creature moves normally.
It is always created sluggish. It usually appears with an escort.
It is magical, casting spells intelligently which produce fire bolts, cause critical wounds, cause mind blasting, drain mana, heal-self, summon spiders, slow, paralyze, summon similar monsters, or produce fire balls; 1 time in 6.
It can bash down doors and open doors.
It is hurt by bright light.
It resists poison and fire.
It tends to overlook intruders, which it may notice from 200 feet.
It can claw to poison with damage 5d8, claw to poison with damage 5d8, bite to poison with damage 5d6, and bite to poison with damage 5d6.

The Winged Horror (L.Dark 'B' : 'B')

=== Num:562 Lev:48 Rar:3 Spd:120 Hp:25d80 AC:80 Exp:4000
A terrifying sight: a winged creature greater than any bird you have ever
seen, and with no feathers on its horrid black leathery wings. Descended
from a creature of an older world perhaps, bred by Sauron to be a winged
steed for his Ringwraiths.
This natural creature moves normally.
It may breathe nether, darkness, or poison; 1 time in 6.
It resists poison and cold.
It is observant of intruders, which it may notice from 300 feet.
It can claw to attack with damage 3d8, claw to attack with damage 3d8, bite to lower experience (by 40d6+) with damage 4d6, and bite to lower experience (by 40d6+) with damage 4d6.

[U] Smaug the Golden (L.Red 'D' : 'D')

=== Num:475 Lev:48 Rar:2 Spd:120 Hp:2400 AC:130 Exp:23000
Smaug is one of the Uruloki that still survive, a fire-drake of immense
cunning and intelligence. His speed through air is matched by few other
dragons and his dragonfire is what legends are made of; he is believed to
be the greatest dragon still surviving into the Third Age.
This evil dragon moves normally.
He is always created sluggish.
He may breathe fire powerfully, and is also magical, casting spells intelligently which cause critical wounds or confuse; 1 time in 4.
He can push past weaker monsters and bash down doors.
He resists fire.
He cannot be slept or confused.
He tends to overlook intruders, which he may notice from 300 feet.
He will carry up to 14 good objects.
He can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to burn with damage 5d14, and bite to burn with damage 5d14.

[U] Ren the Unclean (L.Dark 'W' : 'W')

=== Num:457 Lev:48 Rar:3 Spd:120 Hp:2700 AC:70 Exp:18000
Ren was an insane eastern king who believed himself to be the son of a
volcano god. At an early age his sanity was destroyed by a plague that
wiped out his family, and he never recovered.
This evil undead creature moves normally.
He is cold blooded. He is always created sluggish. He is invisible.
He is magical, casting spells which summon a monster, produce fire bolts, cause critical wounds, blind, produce nether bolts, paralyze, terrify, or produce fire balls; 1 time in 3.
He can push past weaker monsters, bash down doors, and open doors.
He is hurt by bright light.
He resists poison, cold, and fire.
He cannot be slept or confused.
He is fairly observant of intruders, which he may notice from 900 feet.
He will carry up to 8 good objects.
He can hit to attack with damage 7d7, hit to attack with damage 7d7, touch to lower experience (by 80d6+) with damage 6d7, and wail to terrify with damage 6d7.

[U] Eol, the Dark Elf (L.Dark 'h' : 'h')

=== Num:594 Lev:49 Rar:2 Spd:130 Hp:2400 AC:100 Exp:25000
A lord of the Teleri, Eol is a mighty metalsmith, the only one to ever
forge weapons of meteorite iron. The mortal enemy of the Eldar,
he is currently fleeing their wrath, following the murder of Princess
Aredhel of Gondolin.
This evil creature moves normally.
He is always created sluggish.
He is magical, casting spells intelligently which cause mortal wounds, confuse, summon monsters, blind, summon an undead, teleport to, create darkness, produce nether balls, blink-self, produce lightning balls, produce frost balls, summon a dragon, heal-self, produce acid balls, produce mana bolts, produce fire balls, or summon a demon; 1 time in 2.
He can bash down doors and open doors.
He is hurt by bright light.
He resists poison, cold, and fire.
He cannot be slept or confused.
He tends to overlook intruders, which he may notice from 200 feet.
He will carry up to 12 good objects.
He can hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to attack with damage 3d8.

The Lesser Balrog (Violet 'U' : 'U')

=== Num:467 Lev:49 Rar:2 Spd:120 Hp:2000 AC:50 Exp:10000
It is a massive humanoid demon wreathed in flames.
This evil demon moves normally.
It is always created sluggish.
It may breathe fire powerfully, and is also magical, casting spells which confuse, blind, or summon a demon; 1 time in 4.
It can push past weaker monsters, bash down doors, and open doors.
It resists fire.
It cannot be slept or confused.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 6 good objects.
It can hit to burn with damage 4d12, hit to burn with damage 4d12, crush to attack with damage 3d12, and touch to drain charges.